mirror of
https://github.com/libretro/scummvm.git
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c1cbd4605e
svn-id: r9240
933 lines
31 KiB
C++
933 lines
31 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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//--------------------------------------------------------------------------------------
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// WALKER.CPP by James (14nov96)
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// script functions for moving megas about the place & also for keeping tabs on them
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// FN_walk() // walk to (x,y,dir)
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// FN_walk_to_anim() // walk to start position of anim
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// FN_turn() // turn to (dir)
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// FN_stand_at() // stand at (x,y,dir)
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// FN_stand() // stand facing (dir)
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// FN_stand_after_anim() // stand at end position of anim
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// FN_face_id() // turn to face object (id)
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// FN_face_xy() // turn to face point (x,y)
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// FN_is_facing() // is mega (id) facing us?
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// FN_get_pos() // get details of another mega's position
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//--------------------------------------------------------------------------------------
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#include "stdafx.h"
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//#include "src\driver96.h"
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#include "console.h"
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#include "defs.h"
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#include "events.h"
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#include "function.h"
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#include "interpreter.h"
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#include "logic.h" // for FN_add_to_kill_list
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#include "object.h"
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#include "protocol.h"
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#include "router.h"
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#include "sync.h"
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//--------------------------------------------------------------------------------------
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int16 standby_x; // see FN_set_standby_coords
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int16 standby_y;
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uint8 standby_dir;
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//--------------------------------------------------------------------------------------
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/*
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uint8 Check_walk_anim_ok( Object_mega *ob_mega, Object_walkdata *ob_walkdata );
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//--------------------------------------------------------------------------------------
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// NEW CODE TO VERIFY THAT THE WALK-ANIM CONTAINS NO INVALID FRAMES!
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// (James 15sep97)
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uint8 Check_walk_anim_ok( Object_mega *ob_mega, Object_walkdata *ob_walkdata )
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{
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int32 walk_pc=0;
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_walkData *walkAnim;
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uint8 *anim_file;
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_animHeader *anim_head;
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uint32 lastValidFrameNo;
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uint8 ok=1;
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anim_file = res_man.Res_open(ob_mega->megaset_res); // open mega-set file
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anim_head = FetchAnimHeader( anim_file ); // set up pointer to the animation header
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lastValidFrameNo = anim_head->noAnimFrames-1; // get last valid frame number
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res_man.Res_close(ob_mega->megaset_res); // close file
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walkAnim = LockRouteMem(); // lock the _walkData array
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while (ok && (walkAnim[walk_pc].frame != 512)) // '512' id end-marker
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{
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if (walkAnim[walk_pc].frame > lastValidFrameNo) // if frame exceeds the allowed range
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ok=0;
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walk_pc++;
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}
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FloatRouteMem(); // allow _walkData array to float about memory again
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return(ok);
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}
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*/
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//--------------------------------------------------------------------------------------
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// walk mega to (x,y,dir)
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int32 FN_walk(int32 *params) // James (14nov96)
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{
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 pointer to object's mega structure
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// 3 pointer to object's walkdata structure
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// 4 target x-coord
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// 5 target y-coord
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// 6 target direction
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Object_logic *ob_logic;
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Object_graphic *ob_graph;
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Object_mega *ob_mega;
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Object_walkdata *ob_walkdata;
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int16 target_x;
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int16 target_y;
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uint8 target_dir;
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int8 route;
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int32 walk_pc;
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_walkData *walkAnim;
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//----------------------------------------------------------------------------------------
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// get the parameters
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ob_logic = (Object_logic *)params[0];
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ob_graph = (Object_graphic *)params[1];
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ob_mega = (Object_mega *)params[2];
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target_x = (int16) params[4];
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target_y = (int16) params[5];
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target_dir = (uint8) params[6];
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//----------------------------------------------------------------------------------------
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// if this is the start of the walk, calculate route
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if (ob_logic->looping==0)
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{
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//---------------------------
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// If we're already there, don't even bother allocating memory and calling the router,
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// just quit back & continue the script!
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// This avoids an embarassing mega stand frame appearing for one cycle when we're already
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// in position for an anim eg. repeatedly clicking on same object to repeat an anim
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// - no mega frame will appear in between runs of the anim.
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if ((ob_mega->feet_x == target_x) && (ob_mega->feet_y == target_y)
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&& (ob_mega->current_dir == target_dir))
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{
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RESULT = 0; // 0 means ok - finished walk
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return(IR_CONT); // may as well continue the script
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}
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//---------------------------
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if ((params[6] < 0) || (params[6] > 8)) // invalid direction (NB. '8' means end walk on ANY direction)
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Con_fatal_error("Invalid direction (%d) in FN_walk (%s line %u)",params[6],__FILE__,__LINE__);
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//---------------------------
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ob_walkdata = (Object_walkdata *)params[3];
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ob_mega->walk_pc=0; //always
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AllocateRouteMem(); // set up mem for _walkData in route_slots[] & set mega's 'route_slot_id' accordingly
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route = (int8) RouteFinder(ob_mega, ob_walkdata, target_x, target_y, target_dir);
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/*
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if (id == PLAYER)
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{
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nExtraBars = 0;
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nExtraNodes = 0;
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if ((route == 1) || (route == 2))
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{
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megaOnGrid = 0; // if we have just checked a grid with the mega on the grid take the mega off
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reRouteGeorge = 0;
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}
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}
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*/
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if ((route == 1) || (route == 2)) // 1=created route 2=zero route but may need to turn
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{
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//-------------------------------------------
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ob_logic->looping = 1; // so script FN_walk loop continues until end of walk-anim
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// need to animate the route now, so don't set result or return yet!
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ob_mega->currently_walking=1; // started walk(James23jun97)
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// (see FN_get_player_savedata() in save_rest.cpp
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//-------------------------------------------
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}
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else // 0=can't make route to target
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{
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FreeRouteMem(); // free up the walkdata mem block
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RESULT = 1; // 1 means error, no walk created
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return(IR_CONT); // may as well continue the script
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}
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// ok, walk is about to start, so set the mega's graphic resource
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ob_graph->anim_resource = ob_mega->megaset_res;
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}
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//----------------------------------------------------------------------------------------
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// double clicked an exit so quit the walk when screen is black
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else if ((EXIT_FADING) && (GetFadeStatus()==RDFADE_BLACK))
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{
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// ok, thats it - back to script and change screen
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ob_logic->looping=0; // so script loop stops
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FreeRouteMem(); // free up the walkdata mem block
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EXIT_CLICK_ID=0; // must clear in-case on the new screen there's a walk instruction (which would get cut short)
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// EXIT_FADING=0; // this will be reset when we change screens, so we can use it in script to check if a 2nd-click came along
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ob_mega->currently_walking=0; // finished walk (James23jun97)
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// (see FN_get_player_savedata() in save_rest.cpp
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ob_mega->colliding=0;
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RESULT = 0; // 0 means ok
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return(IR_CONT); // continue the script so that RESULT can be checked!
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}
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//----------------------------------------------------------------------------------------
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// get pointer to walkanim & current frame position
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walkAnim = LockRouteMem(); // lock the _walkData array
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walk_pc = ob_mega->walk_pc;
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//----------------------------------------------------------------------------------------
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// if stopping the walk early, overwrite the next step with a slow-out, then finish
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if (Check_event_waiting())
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{
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if ((walkAnim[walk_pc].step == 0) && (walkAnim[walk_pc+1].step == 1)) // at the beginning of a step
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{
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ob_walkdata = (Object_walkdata *)params[3];
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EarlySlowOut(ob_mega,ob_walkdata);
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}
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}
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/*
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else if (CheckForCollision())
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{
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if ((walkAnim[walk_pc].step == 0) && (walkAnim[walk_pc+1].step == 1)) // at the beginning of a step
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{
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ob_walkdata = (Object_walkdata *)params[3];
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EarlySlowOut(ob_mega,ob_walkdata);
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ob_mega->colliding=1;
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}
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}
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*/
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//------------------------------------------------------------------
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// get new frame of walk
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ob_graph->anim_pc = walkAnim[walk_pc].frame;
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ob_mega->current_dir = walkAnim[walk_pc].dir;
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ob_mega->feet_x = walkAnim[walk_pc].x;
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ob_mega->feet_y = walkAnim[walk_pc].y;
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//------------------------------------------------------------------
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// check if NEXT frame is in fact the end-marker of the walk sequence
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// so we can return to script just as the final (stand) frame of the walk is set
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// - so that if followed by an anim, the anim's first frame replaces the final stand-frame
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// of the walk (see below)
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if (walkAnim[walk_pc+1].frame==512) // '512' is end-marker
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{
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ob_logic->looping=0; // so script loop stops
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FreeRouteMem(); // free up the walkdata mem block
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ob_mega->currently_walking=0; // finished walk(James23jun97)
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// (see FN_get_player_savedata() in save_rest.cpp
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/*
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if (ID==CUR_PLAYER_ID)
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{
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george_walking = 0;
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if (megaOnGrid == 2)
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megaOnGrid = 0;
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}
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*/
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if (Check_event_waiting()) // if George's walk has been interrupted to run a new action script for instance
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{ // or Nico's walk has been interrupted by player clicking on her to talk
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ob_mega->colliding=0; // Don't care about collision now we've got an event
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Start_event();
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RESULT = 1; // 1 means didn't finish walk
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return(IR_TERMINATE);
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}
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else if (ob_mega->colliding) // If we almost collided with another mega,
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{ // then we want to re-route from scratch.
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ob_mega->colliding=0; // reset the flag now we've acknowledged the collision
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return(IR_REPEAT); // Stop the script, but repeat this call next cycle
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}
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else
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{
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RESULT = 0; // 0 means ok - finished walk
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return(IR_CONT); // CONTINUE the script so that RESULT can be checked!
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// Also, if an anim command follows the FN_walk command,
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// the 1st frame of the anim (which is always a stand frame itself)
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// can replace the final stand frame of the walk, to hide the
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// slight difference between the shrinking on the mega frames
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// and the pre-shrunk anim start-frame.
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}
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}
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//----------------------------------------------------------------------------------------
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// increment the walkanim frame number, float the walkanim & come back next cycle
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ob_mega->walk_pc++;
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FloatRouteMem(); // allow _walkData array to float about memory again
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return(IR_REPEAT); // stop the script, but repeat this call next cycle
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//------------------------------------------------------------------
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}
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//--------------------------------------------------------------------------------------
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// walk mega to start position of anim
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int32 FN_walk_to_anim(int32 *params) // James (14nov96)
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{
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 pointer to object's mega structure
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// 3 pointer to object's walkdata structure
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// 4 anim resource id
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Object_logic *ob_logic;
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uint8 *anim_file;
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_animHeader *anim_head;
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int32 pars[7];
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//----------------------------------------------------------------------------------------
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// if this is the start of the walk, read anim file to get start coords
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ob_logic = (Object_logic *)params[0];
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if (ob_logic->looping==0)
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{
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anim_file = res_man.Res_open(params[4]); // open anim file
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anim_head = FetchAnimHeader( anim_file ); // point to animation header
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pars[4] = anim_head->feetStartX; // target_x
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pars[5] = anim_head->feetStartY; // target_y
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pars[6] = anim_head->feetStartDir; // target_dir
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res_man.Res_close(params[4]); // close anim file
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//------------------------------------------
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if ((pars[4]==0)&&(pars[5]==0)) // if start coords not yet set in anim header
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{
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pars[4] = standby_x; // use the standby coords
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pars[5] = standby_y; // (which should be set beforehand in the script)
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pars[6] = standby_dir;
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Zdebug("WARNING: FN_walk_to_anim(%s) used standby coords", FetchObjectName(params[4]));
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}
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if ((pars[6] < 0) || (pars[6] > 7)) // check for invalid direction
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Con_fatal_error("Invalid direction (%d) in FN_walk_to_anim (%s line %u)", pars[6],__FILE__,__LINE__);
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//------------------------------------------
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}
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//----------------------------------------------------------------------------------------
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// set up the rest of the parameters for FN_walk()
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pars[0] = params[0];
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pars[1] = params[1];
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pars[2] = params[2];
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pars[3] = params[3]; // walkdata - needed for EarlySlowOut if player clicks elsewhere during the walk
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//-------------------------------------------------------------------------------------------------------
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return FN_walk(pars); // call FN_walk() with target coords set to anim start position
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}
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//--------------------------------------------------------------------------------------
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// turn mega to <direction>
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// just needs to call FN_walk() with current feet coords, so router can produce anim of turn frames
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int32 FN_turn(int32 *params) // James (15nov96)
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{
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 pointer to object's mega structure
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// 3 pointer to object's walkdata structure
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// 4 target direction
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Object_logic *ob_logic;
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Object_mega *ob_mega;
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int32 pars[7];
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// if this is the start of the turn, get the mega's current feet coords + the required direction
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ob_logic = (Object_logic *)params[0];
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if (ob_logic->looping==0)
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{
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//--------------------------------------------
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if ((params[4] < 0) || (params[4] > 7)) // invalid direction
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Con_fatal_error("Invalid direction (%d) in FN_turn (%s line %u)",params[4],__FILE__,__LINE__);
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//--------------------------------------------
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ob_mega = (Object_mega *)params[2];
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pars[4] = ob_mega->feet_x;
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pars[5] = ob_mega->feet_y;
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pars[6] = params[4]; // DIRECTION to turn to
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}
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//----------------------------------------------------------------------------------------
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// set up the rest of the parameters for FN_walk()
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pars[0] = params[0];
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pars[1] = params[1];
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pars[2] = params[2];
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pars[3] = params[3];
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//----------------------------------------------------------------------------------------
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return FN_walk(pars); // call FN_walk() with target coords set to feet coords
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}
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//--------------------------------------------------------------------------------------
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// stand mega at (x,y,dir)
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// sets up the graphic object, but also needs to set the new 'current_dir' in the mega object, so the router knows in future
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int32 FN_stand_at(int32 *params) // James
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{
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// params: 0 pointer to object's graphic structure
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// 1 pointer to object's mega structure
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// 2 target x-coord
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// 3 target y-coord
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// 4 target direction
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Object_mega *ob_mega;
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Object_graphic *ob_graph;
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//----------------------------------------------------------------------------------------
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// check for invalid direction
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if ((params[4] < 0) || (params[4] > 7)) // invalid direction
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Con_fatal_error("Invalid direction (%d) in FN_stand_at (%s line %u)",params[4],__FILE__,__LINE__);
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//----------------------------------------------------------------------------------------
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// set up pointers to the graphic & mega structure
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ob_graph = (Object_graphic *)params[0];
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ob_mega = (Object_mega *)params[1];
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//----------------------------------------------------------------------------------------
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// set up the stand frame & set the mega's new direction
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ob_graph->anim_resource = ob_mega->megaset_res; // mega-set animation file
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ob_mega->feet_x = params[2]; // x
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ob_mega->feet_y = params[3]; // y
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ob_graph->anim_pc = params[4]+96; // dir + first stand frame (always frame 96)
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ob_mega->current_dir = params[4]; // dir
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//----------------------------------------------------------------------------------------
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return(IR_CONT); // continue the script
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}
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//--------------------------------------------------------------------------------------
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// stand mega in <direction> at current feet coords
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// just needs to call FN_stand_at() with current feet coords
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int32 FN_stand(int32 *params) // James (15nov96)
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{
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// params: 0 pointer to object's graphic structure
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// 1 pointer to object's mega structure
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// 2 target direction
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Object_mega *ob_mega = (Object_mega *)params[1];
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int32 pars[5];
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pars[0] = params[0];
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pars[1] = params[1];
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pars[2] = ob_mega->feet_x;
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pars[3] = ob_mega->feet_y;
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pars[4] = params[2]; // DIRECTION to stand in
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return FN_stand_at(pars); // call FN_stand_at() with target coords set to feet coords
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}
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//--------------------------------------------------------------------------------------
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// stand mega at end position of anim
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int32 FN_stand_after_anim(int32 *params) // James (14nov96)
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{
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// params: 0 pointer to object's graphic structure
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// 1 pointer to object's mega structure
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// 2 anim resource id
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uint8 *anim_file;
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_animHeader *anim_head;
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int32 pars[5];
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//----------------------------------------------------------------------------------------
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// open the anim file & set up a pointer to the animation header
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anim_file = res_man.Res_open(params[2]); // open anim file
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anim_head = FetchAnimHeader( anim_file );
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//----------------------------------------------------------------------------------------
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// set up the parameter list for FN_walk_to()
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pars[0] = params[0];
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pars[1] = params[1];
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pars[2] = anim_head->feetEndX; // x
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pars[3] = anim_head->feetEndY; // y
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pars[4] = anim_head->feetEndDir; // dir
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|
|
//----------------------------------------------------------------------------------------
|
|
|
|
if ((pars[2]==0)&&(pars[3]==0)) // if start coords not available either
|
|
{
|
|
pars[2] = standby_x; // use the standby coords
|
|
pars[3] = standby_y; // (which should be set beforehand in the script)
|
|
pars[4] = standby_dir;
|
|
|
|
Zdebug("WARNING: FN_stand_after_anim(%s) used standby coords", FetchObjectName(params[2]));
|
|
}
|
|
|
|
if ((pars[4] < 0) || (pars[4] > 7)) // check for invalid direction
|
|
Con_fatal_error("Invalid direction (%d) in FN_stand_after_anim (%s line %u)", pars[4],__FILE__,__LINE__);
|
|
|
|
//----------------------------------------------------------------------------------------
|
|
// close the anim file
|
|
|
|
res_man.Res_close(params[2]); // close anim file
|
|
|
|
//----------------------------------------------------------------------------------------
|
|
|
|
return FN_stand_at(pars); // call FN_stand_at() with target coords set to anim end position
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
// stand mega at start position of anim
|
|
|
|
int32 FN_stand_at_anim(int32 *params) // James (07feb97)
|
|
{
|
|
// params: 0 pointer to object's graphic structure
|
|
// 1 pointer to object's mega structure
|
|
// 2 anim resource id
|
|
|
|
uint8 *anim_file;
|
|
_animHeader *anim_head;
|
|
int32 pars[5];
|
|
|
|
//----------------------------------------------------------------------------------------
|
|
// open the anim file & set up a pointer to the animation header
|
|
|
|
anim_file = res_man.Res_open(params[2]); // open anim file
|
|
anim_head = FetchAnimHeader( anim_file );
|
|
|
|
//----------------------------------------------------------------------------------------
|
|
// set up the parameter list for FN_walk_to()
|
|
|
|
pars[0] = params[0];
|
|
pars[1] = params[1];
|
|
|
|
pars[2] = anim_head->feetStartX; // x
|
|
pars[3] = anim_head->feetStartY; // y
|
|
pars[4] = anim_head->feetStartDir; // dir
|
|
|
|
if ((pars[2]==0)&&(pars[3]==0)) // if start coords not available
|
|
{
|
|
pars[2] = standby_x; // use the standby coords
|
|
pars[3] = standby_y; // (which should be set beforehand in the script)
|
|
pars[4] = standby_dir;
|
|
|
|
Zdebug("WARNING: FN_stand_at_anim(%s) used standby coords", FetchObjectName(params[2]));
|
|
}
|
|
|
|
if ((pars[4] < 0) || (pars[4] > 7)) // check for invalid direction
|
|
Con_fatal_error("Invalid direction (%d) in FN_stand_after_anim (%s line %u)", pars[4],__FILE__,__LINE__);
|
|
|
|
//-------------------------------------------------------------------------------------------------------
|
|
// close the anim file
|
|
|
|
res_man.Res_close(params[2]); // close anim file
|
|
|
|
//-------------------------------------------------------------------------------------------------------
|
|
|
|
return FN_stand_at(pars); // call FN_stand_at() with target coords set to anim end position
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
// Code to workout direction from start to dest
|
|
|
|
#define diagonalx 36 // used in what_target not valid for all megas jps 17mar95
|
|
#define diagonaly 8
|
|
|
|
|
|
int What_target(int startX, int startY, int destX, int destY) //S2.1(20Jul95JPS)
|
|
{
|
|
int tar_dir;
|
|
//setting up
|
|
int deltaX = destX-startX;
|
|
int deltaY = destY-startY;
|
|
int signX = (deltaX > 0);
|
|
int signY = (deltaY > 0);
|
|
int slope;
|
|
|
|
if ( (abs(deltaY) * diagonalx ) < (abs(deltaX) * diagonaly / 2))
|
|
{
|
|
slope = 0;// its flat
|
|
}
|
|
else if ( (abs(deltaY) * diagonalx / 2) > (abs(deltaX) * diagonaly ) )
|
|
{
|
|
slope = 2;// its vertical
|
|
}
|
|
else
|
|
{
|
|
slope = 1;// its diagonal
|
|
}
|
|
|
|
if (slope == 0) //flat
|
|
{
|
|
if (signX == 1) // going right
|
|
{
|
|
tar_dir = 2;
|
|
}
|
|
else
|
|
{
|
|
tar_dir = 6;
|
|
}
|
|
}
|
|
else if (slope == 2) //vertical
|
|
{
|
|
if (signY == 1) // going down
|
|
{
|
|
tar_dir = 4;
|
|
}
|
|
else
|
|
{
|
|
tar_dir = 0;
|
|
}
|
|
}
|
|
else if (signX == 1) //right diagonal
|
|
{
|
|
if (signY == 1) // going down
|
|
{
|
|
tar_dir = 3;
|
|
}
|
|
else
|
|
{
|
|
tar_dir = 1;
|
|
}
|
|
}
|
|
else //left diagonal
|
|
{
|
|
if (signY == 1) // going down
|
|
{
|
|
tar_dir = 5;
|
|
}
|
|
else
|
|
{
|
|
tar_dir = 7;
|
|
}
|
|
}
|
|
return tar_dir;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
// turn mega to face point (x,y) on the floor
|
|
// just needs to call FN_walk() with current feet coords & direction computed by What_target()
|
|
|
|
int32 FN_face_xy(int32 *params) // James (29nov96)
|
|
{
|
|
// params: 0 pointer to object's logic structure
|
|
// 1 pointer to object's graphic structure
|
|
// 2 pointer to object's mega structure
|
|
// 3 pointer to object's walkdata structure
|
|
// 4 target x-coord
|
|
// 5 target y-coord
|
|
|
|
Object_logic *ob_logic;
|
|
Object_mega *ob_mega;
|
|
int32 pars[7];
|
|
|
|
//----------------------------------------------------------------------------------------
|
|
// if this is the start of the turn, get the mega's current feet coords + the required direction
|
|
|
|
ob_logic = (Object_logic *)params[0];
|
|
|
|
if (ob_logic->looping==0)
|
|
{
|
|
ob_mega = (Object_mega *)params[2];
|
|
|
|
pars[4] = ob_mega->feet_x;
|
|
pars[5] = ob_mega->feet_y;
|
|
pars[6] = What_target( ob_mega->feet_x, ob_mega->feet_y, params[4], params[5] ); // set target direction
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------------
|
|
// set up the rest of the parameters for FN_walk()
|
|
|
|
pars[0] = params[0];
|
|
pars[1] = params[1];
|
|
pars[2] = params[2];
|
|
pars[3] = params[3];
|
|
|
|
//----------------------------------------------------------------------------------------
|
|
|
|
return FN_walk(pars); // call FN_walk() with target coords set to feet coords
|
|
}
|
|
//--------------------------------------------------------------------------------------
|
|
int32 FN_face_mega(int32 *params) //S2.1(3mar95jps) Tony29Nov96
|
|
{
|
|
//params 0 pointer to object's logic structure
|
|
// 1 pointer to object's graphic structure
|
|
// 2 pointer to object's mega structure
|
|
// 3 pointer to object's walkdata structure
|
|
|
|
// 4 id of target mega to face
|
|
|
|
uint32 null_pc=3; //get ob_mega
|
|
char *raw_script_ad;
|
|
int32 pars[7];
|
|
Object_logic *ob_logic;
|
|
Object_mega *ob_mega;
|
|
_standardHeader *head;
|
|
|
|
|
|
ob_mega = (Object_mega *)params[2];
|
|
ob_logic = (Object_logic *)params[0];
|
|
|
|
|
|
if (ob_logic->looping==0)
|
|
{
|
|
|
|
// get targets info
|
|
head = (_standardHeader*) res_man.Res_open(params[4]);
|
|
if (head->fileType!=GAME_OBJECT)
|
|
Con_fatal_error("FN_face_mega %d not an object", params[4]);
|
|
|
|
raw_script_ad = (char *)head; // (head+1) + sizeof(_object_hub); //get to raw script data
|
|
|
|
RunScript( raw_script_ad, raw_script_ad, &null_pc ); //call the base script - this is the graphic/mouse service call
|
|
res_man.Res_close(params[4]);
|
|
|
|
// engine_mega is now the Object_mega of mega we want to turn to face
|
|
|
|
pars[3] = params[3];
|
|
pars[4] = ob_mega->feet_x;
|
|
pars[5] = ob_mega->feet_y;
|
|
pars[6] = What_target( ob_mega->feet_x, ob_mega->feet_y, engine_mega.feet_x, engine_mega.feet_y );
|
|
}
|
|
|
|
|
|
|
|
pars[0] = params[0];
|
|
pars[1] = params[1];
|
|
pars[2] = params[2];
|
|
pars[3] = params[3];
|
|
|
|
return FN_walk(pars); // call FN_walk() with target coords set to feet coords
|
|
|
|
}
|
|
//--------------------------------------------------------------------------------------
|
|
//--------------------------------------------------------------------------------------
|
|
//--------------------------------------------------------------------------------------
|
|
//--------------------------------------------------------------------------------------
|
|
//--------------------------------------------------------------------------------------
|
|
// FN_walk (here for reference instead of splitting a window)
|
|
|
|
// params: 0 pointer to object's logic structure
|
|
// 1 pointer to object's graphic structure
|
|
// 2 pointer to object's mega structure
|
|
// 3 pointer to object's walkdata structure
|
|
// 4 target x-coord
|
|
// 5 target y-coord
|
|
// 6 target direction
|
|
//------------------------------------------------------------------------------------
|
|
int32 FN_walk_to_talk_to_mega(int32 *params) //Tony2Dec96
|
|
{
|
|
//we route to left or right hand side of target id if possible
|
|
//target is a shrinking mega
|
|
|
|
Object_mega *ob_mega;
|
|
Object_logic *ob_logic;
|
|
|
|
uint32 null_pc=3; //4th script - get mega
|
|
char *raw_script_ad;
|
|
int32 pars[7];
|
|
int scale;
|
|
int mega_seperation=params[5];
|
|
_standardHeader *head;
|
|
|
|
|
|
//params 0 pointer to object's logic structure
|
|
// 1 pointer to object's graphic structure
|
|
// 2 pointer to object's mega structure
|
|
// 3 pointer to object's walkdata structure
|
|
|
|
// 4 id of target mega to face
|
|
// 5 distance
|
|
|
|
|
|
ob_logic = (Object_logic*) params[0];
|
|
ob_mega = (Object_mega*) params[2];
|
|
|
|
pars[0] = params[0]; // standard stuff
|
|
pars[1] = params[1];
|
|
pars[2] = params[2];
|
|
pars[3] = params[3]; // walkdata
|
|
|
|
|
|
|
|
if (!ob_logic->looping) //not been here before so decide where to walk-to
|
|
{
|
|
// first request the targets info
|
|
head = (_standardHeader*) res_man.Res_open(params[4]);
|
|
if (head->fileType!=GAME_OBJECT)
|
|
Con_fatal_error("FN_walk_to_talk_to_mega %d not an object", params[4]);
|
|
|
|
raw_script_ad = (char *)head; // (head+1) + sizeof(_object_hub); //get to raw script data
|
|
RunScript( raw_script_ad, raw_script_ad, &null_pc ); //call the base script - this is the graphic/mouse service call
|
|
res_man.Res_close(params[4]);
|
|
|
|
// engine_mega is now the Object_mega of mega we want to route to
|
|
|
|
|
|
pars[5] = engine_mega.feet_y; // stand exactly beside the mega, ie. at same y-coord
|
|
|
|
|
|
// apply scale factor to walk distance
|
|
scale = (ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b)/256; // Ay+B gives 256*scale ie. 256*256*true_scale for even better accuracy, ie. scale = (Ay+B)/256
|
|
|
|
mega_seperation= (mega_seperation*scale)/256;
|
|
|
|
// Zdebug("seperation %d", mega_seperation);
|
|
// Zdebug(" target x %d, y %d", engine_mega.feet_x, engine_mega.feet_y);
|
|
|
|
if (engine_mega.feet_x < ob_mega->feet_x) // target is left of us
|
|
{
|
|
pars[4] = engine_mega.feet_x+mega_seperation; // so aim to stand to their right
|
|
pars[6] = 5; // face down_left
|
|
}
|
|
else // ok, must be right of us
|
|
{
|
|
pars[4] = engine_mega.feet_x-mega_seperation; // so aim to stand to their left
|
|
pars[6] = 3; // face down_right
|
|
}
|
|
}
|
|
|
|
//first cycle builds the route - thereafter merely follows it
|
|
|
|
return FN_walk(pars); //call FN_walk() with target coords set to feet coords
|
|
//RESULT will be 1 when it finishes or 0 if it failed to build route
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
int32 FN_set_walkgrid(int32 *params) // (6dec96 JEL)
|
|
{
|
|
Con_fatal_error("FN_set_walkgrid no longer valid");
|
|
return(IR_CONT); // continue script
|
|
}
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
// add this walkgrid resource to the list of those used for routing in this location
|
|
// - note this is ignored in the resource is already in the list
|
|
|
|
int32 FN_add_walkgrid(int32 *params) // (03mar97 JEL)
|
|
{
|
|
// params 0 id of walkgrid resource
|
|
|
|
// all objects that add walkgrids must be restarted whenever we reneter a location
|
|
|
|
if (ID != 8) // DON'T EVER KILL GEORGE!
|
|
FN_add_to_kill_list(params);// need to call this in case it wasn't called in script! ('params' just used as dummy param)
|
|
|
|
AddWalkGrid(params[0]);
|
|
|
|
res_man.Res_open(params[0]); // Touch the grid, getting it into memory.
|
|
res_man.Res_close(params[0]);
|
|
|
|
return(IR_CONT); // continue script
|
|
}
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
// remove this walkgrid resource from the list of those used for routing in this location
|
|
// - note that this is ignored if the resource isn't actually in the list
|
|
|
|
int32 FN_remove_walkgrid(int32 *params) // (03mar97 JEL)
|
|
{
|
|
// params 0 id of walkgrid resource
|
|
|
|
RemoveWalkGrid(params[0]);
|
|
|
|
return(IR_CONT); // continue script
|
|
}
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
int32 FN_register_walkgrid(int32 *params)
|
|
{
|
|
Con_fatal_error("FN_register_walkgrid no longer valid");
|
|
return(IR_CONT); // continue script
|
|
}
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
int32 FN_set_scaling(int32 *params) // (6dec96 JEL)
|
|
{
|
|
// params 0 pointer to object's mega structure
|
|
// 1 scale constant A
|
|
// 2 scale constant B
|
|
|
|
// 256*s = A*y + B
|
|
|
|
// where s is system scale, which itself is (256 * actual_scale) ie. s==128 is half size
|
|
|
|
Object_mega *ob_mega = (Object_mega *) params[0];
|
|
|
|
ob_mega->scale_a = params[1];
|
|
ob_mega->scale_b = params[2];
|
|
|
|
return(IR_CONT); // continue script
|
|
}
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
int32 FN_set_standby_coords(int32 *params) // (10dec97 JEL)
|
|
{
|
|
// set the standby walk coords to be used by FN_walk_to_anim & FN_stand_after_anim
|
|
// when the anim header's start/end coords are zero
|
|
|
|
// useful during development; can stay in final game anyway
|
|
|
|
// params 0 x-coord
|
|
// 1 y-coord
|
|
// 2 direction (0..7)
|
|
|
|
//----------------------------------------------------------------------------------------
|
|
// check for invalid direction
|
|
|
|
if ((params[2] < 0) || (params[2] > 7)) // invalid direction
|
|
Con_fatal_error("Invalid direction (%d) in FN_set_standby_coords (%s line %u)",params[2],__FILE__,__LINE__);
|
|
|
|
//----------------------------------------------------------------------------------------
|
|
|
|
standby_x = (int16) params[0];
|
|
standby_y = (int16) params[1];
|
|
standby_dir = (uint8) params[2];
|
|
|
|
return(IR_CONT); // continue script
|
|
}
|
|
//---------------------------------------------------------------------------------------------------------------------
|